System for testing command execution latency within a video game

ABSTRACT

A video game test system can determine an objective measure of elapsed time between interaction with a video game controller and the occurrence of a particular event within the video game. This objective measure enables a tester to determine whether a video game is objectively operating slowly or just feels slow to the tester, and may indicate the existence of coding errors that may affect execution speed, but not cause visible errors. The system may obtain the objective measure of elapsed time by simulating a user&#39;s interaction with the video game. Further, the system may identify data embedded into a frame of an animation by the video game source code to identify the occurrence of a corresponding event. The system can then measure the elapsed time between the simulated user interaction and the occurrence or triggering of the corresponding event.

RELATED APPLICATIONS

This application hereby incorporates by reference herein in its entiretyfor all purposes U.S. application Ser. No. 16/359,836, filed on Mar. 20,2019 and titled “SYSTEM FOR TESTING COMMAND EXECUTION LATENCY WITHIN ANAPPLICATION.”

BACKGROUND

Many video games are complex software applications that utilize asignificant percentage of a computer system's resources. Each year thecomplexity of many of the latest video games pushes the boundaries ofthe latest computing systems. Modern video games comprise millions oflines of code. Testing the code of such large applications can be a timeconsuming and challenging process. Further, because video games areoften programmed by teams of developers, changes made by one developeror team of developers working on one portion of the video game mayimpact code developed by another developer or team of developers workingon another portion of the video game. Ensuring that a video gameoperates as desired can be particularly challenging when the video gameis composed of different modules, which may be created independently,that are configured to operate together to create a single video game orapplication. Thus, code must often be tested and retested repeatedly aschanges are made to the code by different teams.

SUMMARY OF EMBODIMENTS

The systems, methods and devices of this disclosure each have severalinnovative aspects, no single one of which is solely responsible for theall of the desirable attributes disclosed herein. Details of one or moreimplementations of the subject matter described in this specificationare set forth in the accompanying drawings and the description below.

Certain aspects of the present disclosure relate to a video game testsystem configured to test an event latency during execution of a videogame. The video game test system may comprise a front-end system and aback-end system. The front-end system may be configured to: access afirst command that emulates an interaction by a user with a userinterface device of a user computing system; and provide the firstcommand to the user computing system to interact with a video gamehosted by the user computing system, wherein providing the first commandto the user computing system triggers a timer. The back-end system maybe configured to: receive one or more output signals from the usercomputing system; convert the one or more output signals to a set ofpixels, the set of pixels corresponding to a frame output for display bythe user computing system; identify a presence of a stop conditionembedded in the set of pixels; and determine an event latency of anevent based at least in part on a first time when the timer is triggeredand a second time associated with identification of the presence of thestop condition, wherein the event is triggered at least in part byexecution of the first command.

The system of the preceding paragraph can include any combination orsub-combination of the following features: where the front-end systemcomprises a non-volatile storage configured to store one or more commandsequences corresponding to one or more interaction sequences with theuser interface device, at least one of the one or more command sequencesincluding the first command; where the front-end system comprises astorage configured to store the first command and a user interfacecircuit configured to provide the first command to the user computingsystem, and wherein the storage is collocated with the user interfacecircuit reducing input latency associated with simulating user input tothe user computing system; where the front-end system is furtherconfigured to trigger the timer substantially in parallel with providingthe first command to the user computing system; where the front-endsystem is further configured to trigger a second timer when providing asecond command to the user computing system; where the front-end systemcomprises a user interface circuit configured to emulate the interactionby the user with the user interface by providing the first command tothe user computing system via an interface port of the user computingsystem; where the back-end system comprises the timer; where theback-end system is further configured to identify the stop condition by:filtering a subset of pixels from the set of pixels, the subset ofpixels configured to store embedded data; decoding the subset of pixelsto obtain the embedded data; and determining whether the embedded dataincludes the stop condition; where the back-end system comprises acontroller configured to provide a subset of pixels from the set ofpixels to the timer; where the back-end system is further configured todetermine the event latency of the event based at least in part on thefirst time, the second time, and a communication delay between thecontroller and the timer; where the front-end system comprises one ormore integrated circuits and the back-end system comprises one or moreintegrated circuit that are separate from the front-end system; wherethe event comprises at least one of: output of an animation, output of aframe within the animation, output of a sound, a change in state of thevideo game, or a change in state of an element of the video game; andwhere the front-end system is configured to modify a test of the videogame based at least in part on the event latency of the event.

Additional aspects of the present disclosure relate to a method oftesting an event latency during execution of a video game. The methodmay be implemented by a video game test system that is itselfimplemented in hardware. The hardware may include one or moreapplication-specific hardware circuits or systems. In certainembodiments, the hardware may be general purpose hardware withapplication-specific instructions, or a combination of general purposeand application-specific hardware. The method may include receiving atrigger to test an event latency of an event within a video game,wherein the event latency comprises an amount of time betweeninteraction with a user interface device of a user computing systemhosting the video game and an occurrence of the event; responsive toreceiving the trigger, accessing a first command from a command sequencestorage, the first command emulating the interaction by a user with theuser interface device; providing the first command to the user computingsystem via an interface of the user computing system configured tocommunicate with the user interface device, wherein the video game testsystem interfaces with the user computing system as a substitute for theuser interface device; receiving a set of output signals from an outputport of the user computing system; converting the set of output signalsto a set of pixels; identifying a stop flag embedded in the set ofpixels; and responsive to identifying the stop flag, determining theevent latency of the event based at least in part on a first timeassociated with providing the first command and a second time associatedwith identifying the stop flag.

The method of the preceding paragraph can include any combination orsub-combination of the following features: where determining the eventlatency further comprises modifying a determined latency by acommunication overhead time associated with communication betweenelements of the video game test system; where determining the eventlatency further comprises modifying a determined latency by a verticalsynchronization latency associated with the user computing system; wherethe method further comprises filtering the set of pixels to obtain asubset of pixels comprising embedded data, wherein identifying the stopflag embedded in the set of pixels comprises extracting data embedded inthe subset of pixels and determining whether the extracted data includesthe stop flag; where the method further comprises outputting the eventlatency for presentation to a user on a user interface; and where themethod further comprises selecting a second command to provide to theuser computing system based at least in part on the event latency.

Yet additional aspects of the present disclosure relate to a video gametest system configured to test command execution latency duringexecution of a video game. The video game test system may comprisestorage configured to store one or more commands that emulateinteraction by a user with a user interface device of a user computingsystem and processing circuitry. The processing circuitry may beapplication-specific processing circuitry, such as anapplication-specific integrated circuit and/or general purposeprocessing circuitry configured to execute application-specific computerexecutable instructions. The processing circuitry may be configured to:access a command from the storage; provide the command to the usercomputing system to interact with a video game hosted by the usercomputing system; initiate a timer at a first time when providing thecommand to the user computing system; obtain a set of output signalsfrom the user computing system, the output signals associated with aframe output for display on a display; convert the output signals to aset of pixels; process the set of pixels to obtain embedded dataincluded in a subset of the set of pixels; stop the timer at a secondtime when it is determined that the embedded data includes a stopcondition; and determine a command execution latency associated with thecommand based at least in part on the first time and the second time.

Certain aspects of the present disclosure relate to an application testsystem configured to test code efficiency of an application. Theapplication test system may include a hardware processor. This hardwareprocessor may be a general purpose hardware processor configured toexecute application-specific computer executable instructions. Further,the hardware processor may comprise one processor or a set of hardwareprocessors, which may be distributed. Alternatively, the hardwareprocessor may be or include application-specific circuitry. In yet otherembodiments, the hardware processor may include a combination ofapplication-specific circuitry and general purpose hardware. Thehardware processor may be configured to: provide a user command to acomputing system hosting an application, the user command simulatinguser interaction with the application at the computing system; initiatea timer substantially in parallel with providing the user command to thecomputing system; capture output from the computing system that isoutput via a display port of the computing system; determine whether theoutput includes embedded data associated with a stop event; and upondetermining that the output includes the embedded data associated withthe stop event, determine a command latency value based on the timer. Incertain embodiments, there is less than a threshold time differencebetween when the timer is initiated and the user command is provided tothe computing system. For example, the threshold time difference may be5 ms, 100 ns, 500 ns, any value in between the foregoing, and the like.

The system of the preceding paragraph can include any combination orsub-combination of the following features: where the timer measures apassage of time; where the timer measures a number of events occurringbetween initiation of the timer and detection of the stop event; wherethe events comprise frames output on a display; where capturing theoutput from the computing system does not prevent the output from beingprovided to a display via the display port; where the stop eventcomprises an event performed by the application in response to the usercommand; where the application comprises a video game; where thehardware processor is further configured to determine whether the outputincludes embedded data associated with the stop event by: converting theoutput to a set of pixels of an animation frame; decoding at least aportion of the set of pixels to obtain a decoded subset of pixels; anddetermining whether the decoded subset of pixels includes the embeddeddata associated with the stop event; where the command latency valuecomprises a measure of time between an event trigger and an occurrenceof a corresponding event, wherein the event trigger comprises providingthe user command to the computing system; and where the hardwareprocessor is further configured to select a second user command toprovide to the computing system based at least in part on the commandlatency value.

Additional aspects of the present disclosure relate to a method oftesting code efficiency of an application. The method may be implementedby an application test system configured with specificcomputer-executable instructions. The application test system mayinclude application-specific hardware and/or general purpose hardwareconfigured to implement the specific computer-executable instructions.The method may include: providing a user command to a computing systemhosting an application, the user command simulating user interactionwith the application at the computing system; initiating a countersubstantially in parallel with providing the user command to thecomputing system; capturing output from the computing system that isoutput via an output port of the computing system; determining whetherthe output includes data associated with a target event; and upondetermining that the output includes the data associated with the targetevent, determining a command latency based on a value of the counter.

The method of the preceding paragraph can include any combination orsub-combination of the following features: where the counter counts anamount of time that has elapsed between initiation of the counter anddetermination that the output includes the data associated with thetarget event; where the counter counts a number of events that haveoccurred or frames that have been output between initiation of thecounter and determination that the output includes the data associatedwith the target event; where the target event comprises an eventperformed by the application in response to the user command and a stateof the application; where determining whether the output includes dataassociated with a target event comprises: converting the output to a setof pixels of an image; decoding at least a portion of the set of pixelsto obtain a decoded subset of pixels; and determining whether thedecoded subset of pixels includes the data associated with the targetevent; where the data associated with the target event is inserted intothe image as a substitute for pixel data of the image by test codeinserted into the application; and where the method further comprisesselecting a second user command to provide to the computing system basedat least in part on the command latency.

Yet additional aspects of the present disclosure relate to anon-transitory computer-readable storage medium storing computerexecutable instructions that, when executed by one or more computingdevices, configure the one or more computing devices to perform one ormore operations. The one or more operations may comprise: providing auser command to a computing system hosting an application, the usercommand simulating user interaction with the application at thecomputing system; initiating a counter substantially in parallel withproviding the user command to the computing system; capturing outputfrom the computing system that is output via an output port of thecomputing system; determining that the output includes data associatedwith a target event; and responsive to determining that the outputincludes the data associated with the target event, determining acommand latency based on a value of the counter.

The computer-readable, non-transitory storage medium of the precedingparagraph can include any combination or sub-combination of thefollowing features: where determining that the output includes dataassociated with a target event comprises: converting the output to a setof pixels of an image; decoding at least a portion of the set of pixelsto obtain a decoded set of pixels; and determining that the decoded setof pixels includes the data associated with the target event; and wherethe operation further comprise selecting an automated test to performwith respect to the application based at least in part on the commandlatency.

Although certain embodiments and examples are disclosed herein,inventive subject matter extends beyond the examples in the specificallydisclosed embodiments to other alternative embodiments and/or uses, andto modifications and equivalents thereof.

BRIEF DESCRIPTION OF THE DRAWINGS

Throughout the drawings, reference numbers are re-used to indicatecorrespondence between referenced elements. The drawings are provided toillustrate embodiments of the subject matter described herein and not tolimit the scope thereof.

FIG. 1 illustrates a video game test environment in accordance withcertain embodiments.

FIG. 2 presents a flowchart of a command execution latency testingprocess in accordance with certain embodiments.

FIG. 3 presents a flowchart of a latency determination process inaccordance with certain embodiments.

FIG. 4 illustrates an example output frame including embedded data inaccordance with certain embodiments.

FIG. 5 illustrates an expanded view of a portion of the example outputframe of FIG. 4 in accordance with certain embodiments.

FIG. 6 illustrates an embodiment of a user computing system.

FIG. 7 illustrates an embodiment of a hardware configuration for theuser computing system of FIG. 6.

DETAILED DESCRIPTION OF EMBODIMENTS

Introduction

One aspect of video games that can be important to test isresponsiveness of the video game. Responsiveness of the video game mayrelate to an amount of time between when a user interacts with a videogame and a corresponding action is performed by the video game. Thistime difference may be referred to as a “latency” or “command latency”of the video game. For example, it can be important to determine anamount of time between the user pressing a button of a user interfacedevice (for example, a controller of a video game console or a keyboardof a laptop) and the occurrence of a corresponding event or action, suchas the firing of a bullet, the accelerating of a vehicle, or a shootingof a basketball.

There are a number of reasons that an interaction with the video gameand the occurrence of an event may have a particular latency. Some ofthe causes of latency may be due to coding errors or design errors. Forexample, the code may include incorrect function calls, errors inconfiguring certain state variables, poor or less than optimal objectdesign, the selection of less efficient data structures than substituteoptions, the selection of less efficient methods, functions, librariesthan substitute options, the use of less efficient code than otherpossible code options, or use of deprecated functionality within a gameengine or a programming language. Other causes of latency may be due todecisions that may not necessarily be errors, but can modify the latencybetween interaction with the video game and the occurrence of an event.For example, an animator may extend the length of an animationassociated with an event, such as shooting a basketball. This extendedanimation may make the shot appear more smooth, but may delay theresponse to interactions by the user with user interface device. In thebasketball shooting example, there is not necessarily an error thatrelates to extended latency, but instead the latency may relate to thedesign choice between a smoother animation and a faster response time.

Moreover, for different video games, there may be a different acceptablelevel of latency between issuance of a command, such as throughinteraction with the user interface device, and the triggering of anaction or event. In some cases, it may even be desirable to have agreater amount of latency. For example, latency may be introduced tomimic environmental effects, such as an increase in gravity, to reflectan injury to a user playable character, or to instill a certainatmosphere or sense of dread (for example, latency may be purposefullyintroduced at points where a monster, such as a zombie, is chasing theuser playable character). As another example, in a racing game latencymay be introduced between different vehicles to reflect different levelsof acceleration. In certain embodiments, some actions or input sequencesmay occur more quickly than other actions or input sequences, which cancreate a feeling of inconsistency in a responsiveness of the video game.Thus, to address this inconsistency in responsiveness of inputsequences, in certain embodiments, latency may be added to create delayconsistency across a plurality of input sequences.

Regardless of whether the latency is intentional or not, it is importantfor users, such as designers or testers, to be able to determine alatency between an interaction with a video game and an event triggeredby the interaction with the video game. Often a tester will play adifferent iterations of a video game to determine a latency betweeninteracting with the video game and a corresponding event associatedwith the interaction with the video game. However, this is often notsufficient. In some cases, a user's evaluation of the responsiveness ofa video game, or the latency between a user interaction with the videogame and the occurrence of a corresponding event in the video game issubjective. For example, one user may feel the responsiveness of a videogame is slow, or feels sluggish, while another user may find the videogame to not be sluggish. As another example, a user may find a game tobe responsive on one day, but believe it sluggish on another day despiteno change in the objective latency between interaction with the videogame and a corresponding event. This subjective evaluation of latencyadds to the challenge in testing a video game during development. Thus,it is desirable to have an objective measure of latency.

It is often not sufficient to obtain a subjective sense of latency.Instead, it is desirable to have an objective measure of latency. Onesolution to obtain a measure of latency is to use a high-speed camera tocapture frames displayed on a display of user computing system thatexecutes the video game under test in conjunction with a controllerstatus board that uses lights to reflect the status of a video gamecontroller, or other user interface device. A user can count the numberof frames occurring between a first frame when the controller statusboard indicates a particular status of the controller and a second framecorresponding to a particular event. This solution can be cumbersome anddifficult, and is less than ideal. One drawback of this solution is thatit requires a large setup that can be both expensive and cumbersome toposition and operate. In addition, although more objective than a user'sperception of latency, the solution is not wholly objective as it relieson a user to identify when a user interaction was captured by thecontroller and to manually count the number of frames until a particularevent is displayed. Further, the event may be limited to events relatedto animation or that affect the content output for display. In addition,the measurement is not easily repeatable across different tests because,for example, of the reliance on a user to determine when to begin theframe count and to perform the frame count. Moreover, each time thevideo game is modified during development, a user (for example a testeror designed) must manually perform and repeat the tests. Having a userperform the tests may result in test errors or inconsistencies inmeasurement. In addition, because the measurement relies on a userviewing the displayed frames, the latency measurement is inexact anddoes not account for system variabilities and variable refresh rates ofdifferent displays.

Discrepancies between system variabilities can be reduced by usingidentical test machine configurations. However, using identical testmachine configurations is not always possible because a video game isoften designed for play by different user computing machines and/ordifferent video game consoles. For example, a video game may beconfigured for play on a Sony® PlayStation® machine, a Microsoft® Xbox®machine, one or more portable devices (such as smartphones), or varyingconfigurations of personal computer setups.

Embodiments disclosed herein present systems and processes for obtainingan objective measurement of latency between an input to a user computingsystem that hosts or executes a video game and the occurrence of anevent that corresponds to or is otherwise triggered by the input. Thesystem can include a front-end system that communicates directly withthe user computing system via, for example, an input port of the usercomputing system that is configured to receive input form a userinterface device. Thus, in certain embodiments, the front-end system maysubstitute for a controller that plugs into a video game console or fora keyboard the plugs into a computer. This front-end system may provideone or more commands to the user computing system that may function as asubstitute for, or may emulate, a user interacting with the userinterface device to interact with a video game being executed by theuser computing system. At substantially the same time (for example, atthe same time or within less than a threshold amount of time, such as 50nanoseconds, 10, nanoseconds, 5 nanoseconds, or less) as a command isprovided to the user computing system, the system may trigger a timerthat counts an amount of time until an event corresponding to orotherwise triggered by the command occurs.

The system can further include a back-end system that obtains outputfrom the user computing system via, for example, an output port of theuser computing system that is configured to provide an output to adisplay for presentation to a user on the display. In certainembodiments, the output includes a set of signals output by the outputport of the user computing system. These signals may be electricalsignals communicated through a port connection to an electronic device,such as a monitor. The back-end system can obtain the signals from theoutput port and decode the signals to obtain pixels for a frame orimage. Further, the back-end system can identify data embedded in thepixels to determine the occurrence of the event that corresponds to oris otherwise triggered by the input. Upon identifying the occurrence ofthe event, the back-end system can determine a time that has elapsedsince the input that triggered the event determining an objectivemeasure of latency between the input and the event.

To simplify discussion, the present disclosure is primarily describedwith respect to a video game. However, the present disclosure is notlimited as such may be applied to other types of applications. Forexample, embodiments disclosed herein may be applied to educationalapplications or other applications where it may be desirable to measurea latency between interaction with a user input device and an eventcorresponding to or otherwise triggered by the interaction with the userinput device. Further, the present disclosure is not limited withrespect to the type of video game. The use of the term “video game”herein includes all types of games, including, but not limited toweb-based games, console games, personal computer (PC) games, computergames, games for mobile devices (for example, smartphones, portableconsoles, gaming machines, or wearable devices, such as virtual realityglasses, augmented reality glasses, or smart watches), or virtualreality games, as well as other types of games.

Moreover, while primarily described with respect to testing a video gameduring development, embodiments disclosed herein may be used for otheruse cases where the measurement of latency may be desirable. Forexample, in competitive events involving video games, sometimes referredto as “esports,” it is important for the responsiveness of systems usedby the players to be identical, or as close to identical as possiblegiven current technologies. As such, each computing system and displaysystem of each player will typically be configured the same. However,errors in configuration can sometimes lead to inconsistencies inexecution of the video game. Further, differences in the ambientenvironment may affect operation of the host computing systems. Forexample, a computing system positioned nearer a window than anothercomputing system positioned under an air conditioning vent may runhotter and consequently, a slower. With the large amounts of money thatcan sometimes be spent during these competitions (for example as prizemoney, advertising money, sponsorships, television rights, and the like)it is important for balance among the systems used by competitors. Evena small difference in the speed of operation of a system due, forexample, to differences in temperature of the computing systems can haveconsequences in terms of the perceived legitimacy and fairness of thecompetition. Thus, it is important for stakeholders (for example,players, spectators, sponsors, and the like) to have confidence in thefairness of the competition. In certain embodiments, the systemsdisclosed herein can be used to test each computing system hosting aninstance of the video game to confirm that each computing system isrunning identically and that there is not a difference in commandexecution latency between different competitors user computing systems.

Example Video Game Test Environment

FIG. 1 illustrates a video game test environment 100 in accordance withcertain embodiments. The video game test environment 100 can include anenvironment for testing a video game, such as the video game 112, or asystem, such as the user computing system 110, that hosts the video game112. For example, the video game test environment 100 may be configuredto test a video game 112 under development to determine an objectivemeasure of latency between issued or received commands, and theexecution of the commands, or the occurrence of an event that maydirectly or indirectly correspond to or be triggered by the commands.For example, the video game test environment 100 may be used todetermine a measure of time or latency between when a user, such as aplayer, developer, or tester, pushes or otherwise interacts with abutton on a user interface device (for example, a video game consolecontroller, a keyboard, or a touchscreen interface) and the video game112 performs an action corresponding to the interaction with the button.However, the video game test environment 100 may also test a latency forevents that are triggered by a combination of button interactions or acombination of one or more button presses and a particular state of thevideo game 112. In some embodiments, the video game test environment 100may enable testing of a latency between multiple states of the videogame 112. These multiple states of the video game 112 may or may not betriggered by user interaction with the video game. For example, in somecases, the change in state of the video game 112 may relate to a passageof time, execution of code within the video game 112 itself, or theexecution of an application other than the video game 112 that may causea change in state of the video game 112, such as an auction applicationthat enables users to auction items obtained within the video game 112.

Moreover, as stated above, in some cases, the video game testenvironment 100 may be used to test the user computing system 110itself. For example, the video game test environment may be used todetermine whether execution of the video game 112 on multiple usercomputing systems 110 result in the same latency. As previouslydescribed, ensuring that when the same interactions with a video game112 occur on multiple user computing systems 110 the latency is equalcan be important in competitive environments, such as for esports.

The video game test environment 100 includes a video game test system102 that is configured to test a video game 112 and/or a user computingsystem 110 that hosts or executes at least a portion of the video game112. As illustrated in FIG. 1, the video game test system 102 may bedivided into multiple sub-systems. For example the video game testsystem 102 may be divided into a front-end test system 104 and aback-end test system 106. The front-end test system 104 and the back-endtest system 106 may be implemented as separate systems that are housedseparately. Alternatively, the front-end test system 104 and theback-end test system 106 may be a single system that is enclosed in asingle housing. Regardless of whether the video game test system 102 isimplemented as a single system or as separate systems, the twosubsystems can, in some cases, be conceptually thought of as one systemor as multiple distinct systems.

Moreover, as is described in more detail below, the video game testsystem 102 may be implemented using multiple different hardwareprocessors. At least some of the hardware processors may be of differenttypes. Further, at least some of the hardware processors may beimplemented in different application-specific hardware that isconfigured to perform particular functions associated with the processesdescribed herein. In other embodiments, the functionality of the videogame test system 102 may be implemented by a single hardware processorconfigured to perform the particular processes described herein. Incertain embodiments, the single hardware processor may be a generalpurpose processor that can execute one or more instructions to performthe processes described herein.

The front-end test system 104 may include a user interface circuit 108and a command sequence repository 114. The user interface circuit 108may serve as a substitute for, or may simulate, a user interface deviceof the user computing system 110. For example, if the user computingsystem 110 is a console, such as a PlayStation® or an Xbox®, the userinterface circuit 108 may simulate a controller for the console.Alternatively, the user interface circuit 108 may simulate a keyboard, amouse, a touchscreen input device, or any other input device that may beused to interact with a video game hosted by the use computing system110. The user interface circuit 108 may obtain a command thatcorresponds to a user interacting with a user interface device, andprovide the command to the user computing system 110. This command maybe formatted the same or similar to what a user interface device (forexample, an Xbox® controller) communicates to a user computing system110. In some embodiments, the command may be a status of buttons orinterface elements of the user interface device instead of or inaddition to a command. For example, the user interface circuit 108 maycommunicate a data structure that includes a status of one or more userinterface elements of the user interface device that is being simulatedby the user computing system 110.

In certain embodiments, the user interface circuit 108 may obtain asequence of commands and may provide the sequence of commands to theuser computing device 110. The sequence of commands may be provided inseries simulating a user's performance of a series of interactions witha user interface device. Alternatively, the sequence of commands may beprovided in parallel simulating a user's ability to perform acombination of interactions with a user interface device, such as thepressing of a direction button or an analog stick while simultaneouslypressing an action button on a gamepad or controller. In yet otherembodiments, at least some of the sequence of commands may be provide inparallel while other commands are provided serially. The commands thatthe user interface circuit 108 provides to the user computing device 110may be the same commands that a user interface device would provide tothe user computing device 110 if a user were interacting with the userinterface device to perform the same interactions.

The commands or command sequence may be provided to the front-end testsystem 104 by the test server 124. A user, such as a designer or testerof the video game 112 may generate a sequence of commands to test thevideo game 112 using the test server 124. The test server 124 may thenprovide the sequence of commands to the front-end test system 104, whichmay store the commands at the command sequence repository 114. Thecommand sequence repository 114 may store multiple sequences ofcommands. Each of the sequences of commands may be associated with aseparate label or identifier. A particular sequence of commands may beselected by the front-end test system 104 or the user interface circuit108 based on the selection or identification of a particular desiredtest.

During execution of a latency test, the user interface circuit 108 mayobtain the command or sequence of commands used during the test from thecommand sequence repository 114. Advantageously, in certain embodiments,by obtaining the commands from the command sequence repository 114 thatis included as part of the front-end test system 104, latency that mayoccur by communicating with the test server 124 may be eliminated.Further, the front-end test system 104 can be pre-loaded with testcommand sequences, eliminating the need for the test server 124 to bepresent during performance of the test. Accordingly, the video game testsystem 102 may have increased portability compared to a system thatreceives commands from the test server 124 during performance of thetesting process.

Moreover, storing command sequences at the command sequence repository114 enables a particular test to be repeated a number of times on thevideo game 112, or on multiple iterations or versions of the video game112. For example, each time a change is made to the video game 112during development, or when an update or expansion is development forthe video game 112, tests can be more easily repeated using stored testsequences stored at the command sequence repository 114. Further, bystoring commands at the command sequence repository 114, tests can beperformed using an automated process or with reduced or no userinvolvement compared to systems that may require a user to interact withthe video game 112 and to measure latency using by counting framescaptured by a high-speed camera.

The back-end test system 106 may capture output from the user computingsystem 110. This output may be signals that are output from the usercomputing system to a display system 122. In certain embodiments, theback-end test system 106 may replace the display system 122. In otherembodiments, a splitter or other electronics (not shown) may be used toprovide a copy of the output signals provided to the display system 122to the back-end test system 106. By splitting the signal, a user canobserve output on the display system 122 while the back-end test system106 measures the latency between issued commands and correspondingtriggered events occurring at the video game 112. It should beunderstood that, unlike prior attempts that use high-speed cameras tomeasure latency within a video game 112, it is unnecessary for theoutput of the video game 112 to be displayed on a display system tomeasure latency using certain embodiments disclosed herein.

The back-end system 106 may include a decoder 116, a controller 118, anda timer system 120. The decoder 116 of the back-end system 106 mayconnect to the user computing system 110 via an output port, such as adisplay port, of the user computing system 110. For example, the decoder116 may connect to a DisplayPort, a Digital Visual Interface (DVI) port,or a High-Definition Multimedia Interface (HDMI) port. Generally, thedecoder 116 connects via a wired connection to an output port of theuser computing system 110. By connecting via a wired connection, latencythat may be introduced due, for example, to interference in a wirelessconnection, may be avoided. However, in certain embodiments, the decoder116 may connect to the user computing system 110 using a wirelessconnection.

The decoder 116 may include any circuit or system that can obtainsignals from the user computing system 110, via an output port of theuser computing system 110, and can convert the signals to pixels. Forexample, the decoder 116 may be configured to convert HDMI signals to aset of pixels representing a frame of an animation generated by thevideo game 112. This frame may be part of an animation that thedeveloper of the video game 112 intended to be displayed on a display,such as the display provided by the display system 122.

The decoder 116 may provide the pixels to the controller 118. In certainembodiments, the decoder 116 provides the pixels a frame at a time tothe controller 118. In other embodiments, the decoder 116 provides thepixels to the controller 118 as the controller 118 converts the outputsignals to pixels. Thus, in some cases, the controller 118 may receiveportions of a frame while the decoder 116 continues to convert receivedsignals to additional pixels included in the frame.

The controller 118 may include any system or circuit that can processpixels received from the decoder 116 to identify a subset of pixels,which may store embedded data. In some cases, the entire set of pixelsrepresenting a frame may be used with embodiments disclosed herein.However, typically only a subset of pixels are used because theremaining pixels are designated, for example, to depict an image orframe of an animation generated by the video game 112.

Processing the pixels to identify the subset of pixels may includefiltering the received pixels to obtain a subset of pixels. Filteringthe pixels may include identifying particular pixels included in the setof pixels generated by the decoder 116. This subset of pixels may be thefirst ‘n’ pixels, where ‘n’ is some number. For example, the subset ofpixels may be the first 1024 pixels, the first 2048 pixels, or any othernumber of pixels less than the total number of pixels that form a frameof an image. The pixels may be received in a particular order. Forexample, the pixels may be received starting from the top left corner ofa frame and proceeding from left to right and from top to bottom,similar to the order that words are written in an English-language book.Thus, in the previous example, the first 1024 pixels may include 1024pixels beginning from the top left of a frame and extending 1024 pixelstowards the right of the first line in an image. Alternatively, incertain embodiments, the subset of pixels may be the first ‘n’ bits orbytes of data that stores pixel information. Thus, for example, thesubset of pixels may be the set of pixels stored in the first 1024 or2048 bytes of data obtained from the decoder 116, which may correspondto 341 pixels or 682 pixels assuming a 24-bit or 3-byte RGB image. Itshould be understood that other bit or byte amounts may be used torepresent each pixel resulting in a different amount of pixels per 1024or 2048 bytes, or other number of bytes that stores embedded data.

The identified subset of pixels may include pixels that are configuredto embed information used as part of a testing process, such as aprocess to test or measure latency between the issuance of commands andthe occurrence of corresponding events. This embedded information mayidentify when particular events have occurred in the video game 112. Theinformation may be embedded in the frame based on the value set for thesubset of pixels. For example, the subset of pixels may be configured todepict particular colors or images in order to indicate that aparticular event has occurred within the video game 112. As anotherexample, the subset of pixels may be configured to have a particularopaqueness to indicate the occurrence of an event in the video game 112.The event may relate to an occurrence of a particular animation or aparticular frame in an animation. However, although the embeddedinformation that identifies the occurrence of an event is embedded in animage or animation frame, the event can include non-animation basedevents that occur during execution of the video game 112. For example,the event can relate to the playing of a particular sound, the settingof a particular state variable, or the occurrence of any other eventrelated to the execution of the video game 112.

The timer system 120 may include any system or circuit that candetermine whether the identified subset of pixels includes the embeddeddata and/or whether the embedded data includes particular information,and based on the determination, can stop a timer initiated by thefront-end test system 104. The particular information may include anyinformation that can be inserted by the video game 112 into one or morepixels of a frame or image to be output. For example, the informationmay include a stop command or tag that indicates that the timer system120 is to stop a timer. The information may be inserted into one or morepixels of a frame or image by calling, executing, or otherwiseinstantiating a function or method from an Application ProgrammingInterface (API) or a Software Development Kit (SDK) used to program thevideo game 112.

The timer system 120 may initiate one or more timers in response to atrigger received from the front-end test system 104. The front-end testsystem 104 may trigger a timer when providing a command from the commandsequence repository 114 to the user computing system 110. When the timersystem 120 identifies a particular tag or piece of data embedded inpixels of a frame, the timer system 120 may stop the timer. The timersystem 120 may provide a measure of the elapsed time to the test server124, which may present the measure of the elapsed time to a user. Thismeasure of elapsed time may correspond to a latency between when acommand is provided to the user computing system 110 by the userinterface circuit and when a corresponding event occurs at the videogame 112. In some embodiments, the timer may be a counter that countsthe occurrence of a number of events that have occurred within the videogame 112 since the counter has been initiated until an eventcorresponding to the command has occurred. Alternatively, or inaddition, the counter may measure a number of frames output by the usercomputing system 110 until the corresponding event occurs at the videogame 112. Thus, in some embodiments, the command latency may be ameasure of time, a measure of events occurred, a measure of framesoutput, or any other metric that may be measured with respect to theexecution of a video game under test and/or a command provided to theuser computing system 110 hosting the video game 112 under test.

In some embodiments, the timer system 120 may modify or adjust themeasured time to account for measured delays within the video game testsystem 102. For example, in some cases, there is a non-infinitesimalamount of time that occurs between the decoded pixels being provide tothe controller 118 and the processed or filtered subset of pixels beingcommunicated to the timer system 120. For instance, in one prototype thecommunication time between the controller 118 and the timer system 120was consistently determined to be 3.8 milliseconds. Thus, the timersystem 120 can be configured to adjust the measured time by 3.8milliseconds to account for delays introduced by the video game testsystem 102. In certain embodiments, additional delays may occur due tolimitations of the user computing system 110 or the particular gameengine being used to create the video game 112. In some cases, the timersystem 120 can modify the measured elapsed time by the additionaldelays.

The user interface circuit 108 may be implemented as an applicationspecific integrated circuit (ASIC), a field programmable gate array(FPGA), a microcontroller (for example, a Cortex® M4 from ARM® as usedin a prototype of the front-end test system 104), or any other type ofspecial purpose computing system or integrated circuit. Further, theuser interface circuit 108 may interface with a port of the usercomputing system 110. This port may be a proprietary port or astandardized port, such as a Universal Serial Bus (USB) port. The use ofa special purpose circuit enables the front-end test system 104 to beminiaturized. For example, the front-end test system may be as small asor smaller than a user interface device being simulated by the front-endtest system 104. Alternatively, in certain embodiments, the userinterface circuit 108 may be a general purpose computer. Further, thecommand sequence repository 114 may be implemented in any type of avolatile or non-volatile memory, such as a ROM, RAM, SRAM, flash memory,or a magnetic hard disk drive. In certain embodiments, the commandsequence repository may be implemented in memory of the user interfacecircuit 108. Thus, in certain embodiments, the user interface circuit108 and the command sequence repository 114 may be combined.

The decoder 116 may be implemented using an ASIC, FPGA, microcontroller,or any other type of special purpose computing system or integratedcircuit. For example, the decoder 116 may be a digital signal processorspecifically designed to convert HDMI signals to pixels. In a prototypeimplementation of the back-end test system 106, a custom built HDMIdecoder board that includes an ADV 7611 ASIC from Analog Devices® wasused to implemented the decoder 116. However, the decoder 116 is notlimited as such, and any special purpose system or integrated circuitmay be used to decode the output of the user computing system 110 intopixels.

The controller 118 may be implemented using an ASIC, FPGA,microcontroller, or any other type of special purpose computing systemor integrated circuit. Further, the controller 118 may receive pixelsfrom the decoder 116 as the output signals of the user computing system110 are converted or decoded. In other words, in certain embodiments,the pixels may be streamed in a particular order (for example, top leftto bottom right for an image) to the controller 118. By streaming thepixels to the controller 118 as they are generated, the controller 118can more easily identify a subset of pixels to provide to the timersystem 120.

The timer system 120 may be implemented using an ASIC, FPGA,microcontroller, or any other type of special purpose computing systemor integrated circuit. Further, the timer system 120 may receive asubset of pixels from the controller 118. The timer system 120 mayextract data from the subset of pixels to determine whether a stopcondition or other data has been embedded into the subset of pixels. Insome cases, extracting the data from the subset of pixels may includecomparing pixel values to a library of pixel values stored at the timersystem 120 that are associated with particular data or conditions. Forexample, the timer system 120 may compare the pixels values of thesubset of pixels to a value or set of values indicating that an eventhas occurred in the video game 112. This value or set of values may bestored in a memory of the timer system 120.

The front-end test system 104 may interface between, or otherwisecommunicate with, a user computing system 110, a test server 124, andthe back-end test system 106. The front-end test system 104 maycommunicate with the test server 124 via a direct connection or over anetwork (not shown). Typically, the front-end test system 104 willcommunicate via a direct connection, such as a physical wire, with theuser computing system 110 and the back-end test system 106. It isdesirable to have a direct connection between each of the front-end testsystem 104, the back-end test system 106, and the user computing system110 to reduce or eliminate communication latency. This communicationlatency can add errors in the measurement of latency between interactionwith a user input device and an occurrence of a corresponding event inthe video game 112. Although it is generally desirable for theconnections between each of the front-end test system 104, the back-endtest system 106, and the user computing system 110 to be direct or wiredconnections, it is possible, and sometimes even desirable, for at leastone of the connections to be wireless connections. For example, it maybe desirable to test the amount of latency introduced by use of awireless controller to determine whether the video game 112 has adesired responsiveness when using a wireless controller. In some suchcases, the front-end test system 104 may be configured to communicatewirelessly with the user computing system 110 to obtain testmeasurements of latency between interaction with a user input device andthe occurrence of a corresponding event in the video game 112.

As previously stated, the user computing system 110 may include or hosta video game 112. In some cases, the video game 112 may execute entirelyon the user computing system 110. In other cases, the video game 112 mayexecute at least partially on the user computing system 110 and at leastpartially on another computing system, such as a server. In some cases,the video game 112 may execute entirely on the server, but a user mayinteract with the video game 112 via the user computing system 110. Forexample, the game may be a massively multiplayer online role-playinggame (MMORPG) that includes a client portion executed by the usercomputing system 110 and a server portion executed by one or moreapplication host systems that may be included as part of a network-basedinteractive computing system. As another example, the video game 112 maybe an adventure game played on the user computing system 110 withoutinteracting with another system.

The user computing system 110 may include hardware and softwarecomponents for establishing communications over a communication network(not shown). For example, the user computing system 110 may be equippedwith networking equipment and network software applications (forexample, a web browser) that facilitate communications via a network(for example, the Internet) or an intranet. The user computing system110 may have varied local computing resources, such as centralprocessing units and architectures, memory, mass storage, graphicsprocessing units, communication network availability and bandwidth, andso forth. Further, the user computing system 110 may include any type ofcomputing system. For example, the user computing system 110 may includeany type of computing device(s), such as desktops, laptops, video gameplatforms or consoles (such as a PlayStation®, an Xbox®, or a NintendoSwitch™) television set-top boxes, televisions (for example, InternetTVs), network-enabled kiosks, car-console devices, computerizedappliances, wearable devices (for example, smart watches and glasseswith computing functionality), and wireless mobile devices (for example,smart phones, PDAs, tablets, or the like), to name a few. In someembodiments, the user computing system 110 may include one or more ofthe embodiments described below with respect to FIGS. 6 and 7.

The display system 122 can include any system for displaying output ofthe user computing system 110. In some embodiments, the display system122 may be part of the user computing system 110. For example, if theuser computing system 110 is a portable game system, the display system122 may be built into the user computing system 110. In otherembodiments, the display system 122 may be separate from the usercomputing system 110. For example, if the user computing system 110 is agame console, the display system 122 may be a television that may bemanufactured or sold by a different entity than the user computingsystem 122.

The test server 124 may include any type of computing system that caninterface with the video game test system 102 to provide a series ofinstructions or commands to the video game test system 102 to performduring a latency testing or determination process, such as the process200. For example, the test server 124 may be a server computing system,a desktop, a laptop, a network-based or cloud computing system, or anyother computing system that a tester may use to facilitate testing avideo game 112 or a user computing system 110 hosting the video game 112using the video game test system 102.

As previously described, to reduce communication latency between thevideo game test system 102 and the user computing system 110, the videogame test system 102 may be in direct communication through a wiredconnection. Although, in certain embodiments, one or more elements ofthe video game test system may communicate wirelessly with the usercomputing system 110 enabling a tester to determine an effect on latencyfor user's that use wireless user interface devices to interact with thevideo game 112.

The test server 124 may communicate directly with the video game testsystem 102, or via a network (not shown). The network can include anytype of communication network. For example, the network can include oneor more of a wide area network (WAN), a local area network (LAN), acellular network, an ad hoc network, a satellite network, a wirednetwork, a wireless network, and so forth. Further, in some cases, thenetwork can include the Internet.

Example Command Latency Testing Process

FIG. 2 presents a flowchart of a command execution latency testingprocess 200 in accordance with certain embodiments. The process 200 canbe implemented by any system that can determine a latency, or measure oftime, between an interaction with a video game 112 and the occurrence ofan event corresponding to or otherwise triggered by the interaction withthe video game 112. The process 200, in whole or in part, can beimplemented by, for example, a video game test system 102, a front-endtest system 104, a back-end test system 106, a user interface circuit108, a decoder 116, a controller 118, or a timer system 120, amongothers. Although any number of systems, in whole or in part, canimplement the process 200, to simplify discussion, the process 200 willbe described with respect to particular systems.

The process 200 begins at block 202 where the front-end test system 108receives a set of instructions corresponding to interactions with a userinterface. The instructions may include a single instruction, a sequenceof instructions, or multiple sequences of instructions. In some cases,each sequence of instructions may be associated with a separate test, atest of a different part of the video game 112, or a test of the videogame 112 under different conditions or states. The received instructionsmay correspond to interactions with a user interface device that a usermay perform when playing the video game 112. For example, theinstructions may represent the commands provided to a user computingsystem 110 hosting the video game 112 when a user interacts with theuser interface device. For instance, when a user presses the “up” buttonon a game controller, the game controller may provide a particularcommand to the user computing system 110 informing the user computingsystem 110 that the user pressed the “up” button. The instructionsreceived from the front-end test system 108 may include the sameparticular command. Thus, the received instructions may simulate a userinteracting with the game controller.

The user interface device may include any device that a user can use toplay or interact with the video game 112. For example, the userinterface device may be a gamepad or game controller, a keyboard, amouse, or a touch sensitive display.

At block 204, the front-end test system 104 stores set of instructionsreceived at the block 202 at a storage of the video game test system102. For example, the front-end test system 104 may store the set ofinstructions at the command sequence repository 114 and/or at a memoryor storage of the user interface circuit 108. In some embodiments,storing the set of instructions may include storing a label or tagidentifying the set of instructions. For example, a tag may indicate oridentify the commands included in the set instructions, an actionperformed at the video game 112 based on a set of instructions, aportion of the video game 112 that may be tested by the set ofinstructions, or any other information that may distinguish the set ofinstructions from another set or sequence of instructions stored at thecommand sequence repository 114.

At block 206, the front-end test system 104 receives a trigger toinitiate a latency test. The trigger may be received from a user or maybe an automated trigger, such as part of an automated testing process.Further, the trigger may be received in response to a user interactingdirectly with the video game test system 102 or may be received from thetest server 124. In some embodiments, the user computing system 110 mayprovide the trigger at the block 206. In some cases, the trigger may beor may be received in response to a change in the code of the video game112. In certain embodiments, the trigger may include an identificationof a command or a sequence of commands stored at the command sequencerepository 114. For example, the trigger may include a label, tag, orother reference that distinguishes a commander sequence of commands fromanother commander sequence of commands stored at, for example, thecommand sequence repository 114.

At block 208, the front-end test system 104 triggers a latency timer atthe timer system 120. Triggering the latency timer at the timer system120 may include starting multiple timers at the timer system 120. Forexample, in some cases, it may be desirable to measure the amount oftime until a plurality of events occur at the video game 112corresponding one or more commands provided by the user interfacecircuit 108 to the user computing system 110. Further, in certainembodiments, triggering the latency timer at the timer system 120 mayinclude identifying particular stop conditions for the timer system 120indicating when the timer system 120 is to stop one or more of thelatency timers. Each latency timer may be associated with a differentstop condition that is monitored by the timer system 120 as described inmore detail below.

In some cases, triggering multiple timers at the timer system 120 mayinclude identifying an order or rank for each timer. The timer system120 may stop the active timer with the highest rank each time a stopcondition detected. Thus, once a first rank timer is stopped, a secondrank timer may become the highest ranked timer and may be stopped uponthe timer system 120 identifying a second stop condition.Advantageously, in certain embodiments, by triggering a plurality oftimers each associated with different stop conditions or configured tobe stopped at different times, it is possible for a latency or a measureof time between a command being provided to the user computing system110 and the occurrence or triggering of a corresponding event to bemeasured for multiple events that may be triggered by the command.

At block 210, the front-end test system 104 loads one or moreinstructions from the storage used to store the instructions received atthe block 202. For example, the front-end test system 104 may load theone or more instructions from the command sequence repository 114. Insome embodiments, the front-end test system 104 may load a singleinstruction at a time as part of the block 210. In other embodiments,the front end test system 104 may load a sequence of instructionscorresponding to a particular test or a subset of the sequence ofinstructions at a time. The front end test system 104 may determineinstructions or sequence of instructions to load based on the triggerreceived at the block 206 or on a label included with the trigger.

At block 212, the user interface circuit 108 communicates the one ormore instructions to a user computing system 110 that is executing avideo game 112 under test. Communicating the one or more instructions tothe user computing system 110 may include transmitting correspondingdata or instructions that a user interface device would communicate tothe user computing system 110 when providing the instruction to the usercomputing system 110. For example, if the user interface circuit 108 isto communicate an instruction associated with pressing and holding aparticular button on a game controller, the user interface circuit 108may communicate the same data or instructions that the game controllerwould communicate to the user computing system 110. Accordingly, incertain embodiments, the user interface circuit 108 may simulate thegame controller or other user interface device of the user computingsystem 110.

In certain embodiments, operations associated with the block 212 and/orthe block 208 may include triggering a different latency timer for eachinstruction communicated to the user computing system. In otherembodiments, the operations associated with the block 212 and/or theblock 208 may include triggering a latency timer for the firstinstruction, the last instruction, or a particular subset ofinstructions communicated to the user computing system 110.

At block 214, the timer system 120 determines a latency time measurementfor performing the one or more instructions based at least in part onthe trigger occurring at the block 208 and a detected stop condition.This detected stop condition may be detected based on an output of theuser computing system 110. This output may be an output provided to orintended to be provided to the display system 122, but which is capturedby the backend test system 106. As previously described, the latencytime measurement may be associated with an amount of time that elapsesbetween a command being provided by the user interface circuit 108 tothe user computing system 110 and an event occurring at the video game112. In certain embodiments, the latency time measurement is measured bya number of events within the video game 112 that have occurred and/or anumber of frames that have been output since the command was provided bythe user interface 108 to the user computing system 110 and the eventoccurring at the video game 112. Additional details relating todetecting the stop condition in determining the latency time measurementare described below with respect to FIG. 3.

Although described as a single process, it should be understood that theprocess 200 may be divided into multiple processes and/or operationsassociated with the process 200 may be performed at different times. Forexample, operations associated with the blocks 202 and 204 may occur atsome time prior to the remaining operations of the process 200. Forinstance, during a first period of time, one or more sequences ofinstructions may be received for storage at the command sequencerepository 114. During a second period of time occurring sometime afterthe first period of time one or more tests may be performed on one ormore iterations of the video game 112. The one or more tests may includeperforming operations associated with the blocks 206 through 214 of theprocess 200.

Further, it should be understood that operations associated with theprocess 200 may be performed in a different order, serially, or at leastpartially in parallel. For example, operations associated with the block208 may be performed subsequent to operations associated with the block210. As another example, operations associated with the block 208 may beperformed at least partially in parallel with operations associated withthe block 212. For instance, the user interface circuit 108 may triggera timer at the timer system 120 as part of the block 208 at the sametime, or at substantially the same time, that the user interface circuit108 communicates at least one instruction to the user computing system110 as part of the block 212.

Example Latency Determination Process

FIG. 3 presents a flowchart of a latency determination process 300 inaccordance with certain embodiments. The process 300 can be implementedby any system that can determine a latency, or measure of time, betweenan interaction with a video game 112 and the occurrence of an eventcorresponding to or otherwise triggered by the interaction with thevideo game 112 by, at least in part, detecting an embedded stopcondition in an output. The process 300, in whole or in part, can beimplemented by, for example, a video game test system 102, a front-endtest system 104, a back-end test system 106, a user interface circuit108, a decoder 116, a controller 118, or a timer system 120, amongothers. Although any number of systems, in whole or in part, canimplement the process 300, to simplify discussion, the process 300 willbe described with respect to particular systems.

In certain embodiments, the process 300 can be combined with, orexecuted as part of, the process 200. For example, the operationsassociated with the blocks 306-322 may be performed as, or as part of,the operations associated with the block 214 of process 200. Further,the blocks 302 and 304 may correspond to the blocks 210 and 212,respectively.

The process 300 begins at block 302 where the front end test system 104loads an instruction from storage, such as the command sequencerepository 114. In certain embodiments, the block 302 may include one ormore of the embodiments described with respect to the block 210.

At block 304, the user interface circuit 108 communicates theinstruction to a user computing system 110 that hosts or executes atleast part of the video game 112 under test. In certain embodiments, theblock 304 may include one or more of the embodiments described withrespect to the block 212.

At block 306, the backend test system 106 receives output signals fromthe user computing system 110. The output signals may be received froman output port of the user computing system 110 that is configured toprovide output to a display system 122. For example, the output port maybe an HDMI port, a DisplayPort, or any other video output port. Incertain embodiments, the backend test system 106 is connected to theuser computing system 110 in place of the display system 122. In otherembodiments, a signal capture device or splitter may be used to obtain acopy of the signals output to the display system 122 without preventingthe signals from being provided to the display system 122. Thus, incertain embodiments, backend test system 106 may be used to measurelatency while a user observes content output to the display system 122.By enabling a user to view the display system 122 as the backend testsystem measures latency, a user can determine whether to modify a testbeing performed based at least in part on the view displayed on thedisplay system 122. The output signals received from the user computingsystem 110 may correspond to an image or frame of an animation is outputby the video game 112 for display.

At block 308, the decoder 116 converts the output signals to pixels.Inverting the output signals to pixels may include generating an imageor a frame of an animation based on the output signals.

At block 310, the controller 118 post-processes the pixels to obtain asubset of pixels associated with embedded data. Post-processing thepixels may include filtering the pixels that form the image or the frameof the animation generated at the block 308 to obtain the subset ofpixels associated with the embedded data. Alternatively, or in addition,post-processing the pixels may include selecting or otherwise obtainingthe subset of pixels that are designated to include the embedded data.In certain embodiments, the post-processing involves cropping the imageor the frame to isolate the subset of pixels that are designated toinclude the embedded data. The subset of pixels may include a particularnumber of pixels from the image such as the first 1024 or 2048 pixels.Alternatively, the subset of pixels may be the pixels associated withthe particular amount of data, such as 2048 bits or 2048 bytes of dataincluded in the image or frame.

The subset of pixels for the image or the frame of the animationincludes the pixels that are designated to include the embedded data,but may or may not include embedded data for the particular image. Inother words, in certain embodiments, certain images or frames mayinclude embedded data while other images are frames may not includeembedded data.

At decision block 312, the timer system 120 determines whether embeddeddata includes a stop condition. In certain embodiments, determiningwhether the embedded data includes a stop condition may includedetermining whether the subset of pixels includes embedded data. If itis determined that the subset of pixels does not include embedded data,the decision block 312 determines that a stop condition has notoccurred.

The stop condition may include any data that may be inserted into animage or frame of an animation by an API or SDK when code associatedwith the video game 112 is executed. For example, when a particularevent occurs during execution of the video game 112, a function includedin the API may be called to insert particular data into an image orframe of an animation to be output to alert a user or the backend testsystem 106 of the occurrence of the event. This particular data may be aparticular color or opaqueness for a set of pixels within the image orframe. In some cases, the stop condition may be a particular label orother value stored in the bytes of memory configured to store pixeldata.

The API or SDK may be part of or may provide test code or test tools fortesting or facilitating testing code of the video game. For example, forparticular code snippets that a developer desires to test, the developermay insert a call to a function in the API or SDK that facilitatestesting of the code snippet at the end of the code snippet. In a casewhere the developer wants to test the latency of a particular event, thedeveloper may insert a call to a function at the end (or other desiredlocation) of the code to be tested that inserts or embeds data into aframe that is to be output. This embedded data may substitute some ofthe pixels in the frame with information (for example a stop condition,a label, or other marker) that enables the video game test system 102 todetect that the particular event has occurred. Thus, once theinformation indicating that the event has occurred has been decoded fromthe frame, the video game test system 102 can use the timer to determinean amount of elapsed time since the timer was initiated or the simulateduser interaction was received that caused the particular event to occur.

In some embodiments, the stop condition may be inserted when aparticular event, which may be referred to as a “target event” occurs.This target event may correspond to or triggered by the instructionprovided to the user computing system 110 at the block 304. In someembodiments, the event is triggered when the video game 112 is in aparticular state when the instruction is received by the user computingsystem 110.

In some embodiments, a programmer may insert a library call to afunction included in an API associated with testing of the video game112. This function may be a function made available by the API toprogrammers or coders enabling the programmers to extract data from anapplication being executed to facilitate a testing process. If there isa particular portion of the code that the programmer desires to test,the programmer may insert the function call into the particular portionof the code. Alternatively, the test function may be built-in to orincluded with some or all of the functions available from the API. Insome such cases, a flag or other trigger may be used to activate ordeactivate the test functions during execution of the video game 112.

If it is determined at the decision block 312 that the embedded datadoes not include a stop condition, the process 300 may proceed to theblock 302. At the block 302 another instruction may be loaded from thestorage to be provided to the user computing system 110. Alternatively,the process 300 may proceed to the block 304. For example, if a seriesof instructions or commands are loaded at the block 302 initially,process 300 may return to the block 304 to communicate one of thepreviously loaded instructions to the user computing system 110. As yetanother alternative, the process 300 may proceed to the block 306. Forexample, in some cases, additional instructions may not be provided tothe user computing system 110 is part of the test, but the eventcorresponding to or otherwise triggered by the previously providedinstruction may not yet have occurred at the video game 112.Accordingly, the process 300 may return to the block 306 after thedecision block 312 to continue to process output until embedded datawith the stop condition is identified.

If it is determined at the decision block 312 that the embedded datadoes include a stop condition, the timer system 120 stops a latencytimer at the block 314. Stopping the latency timer may include stoppingone of a plurality of ongoing timers. The latency timer stopped may beassociated with the stop condition identified at the decision block 312.Other timers managed by the timer system 120 may continue to run. Insome embodiments, the timer system 120 does not stop the latency timerat the block 314, but instead records the time elapsed since the latencytimer was initiated. Advantageously, in certain embodiments, byrecording the time value of the latency timer while permitting thelatency timer to continue to run, it is possible for the timer system120 to monitor the occurrence of multiple events triggered by a singleinstruction or corresponding to a single instruction communicated to theuser computing system using a single timer.

At block 316, the timer system 120 determines a latency timemeasurement. Determining the latency time measurement may includedetermining a difference between a point in time when the instruction iscommunicated to the user computing system or when the instruction isexecuted by the video game 112, and a point in time when an event occursat the video game 112 that is triggered by her correspondence to theinstruction. As previously described, the event may be a particularanimation being played, particular frame within the animation beingdisplayed, a sound being played, a change in state of a particular statevariable within the video game 112, a change in state of the video game112, or any other aspect of the video game 112 that may be modifiedbased at least in part on the instruction provided at the block 304. Incertain embodiments, the block 316 may include one or more of theembodiments described with respect to the block 214.

At block 318, the timer system 120 adjusts the latency time measurementfor delay introduced by the video game test system 102. Adjusting thelatency time measurement for delay introduced by the video game testsystem 102 may include reducing the latency time measurement by anamount of time associated with elements of the video game test system102. For example, it was determined during evaluation of a prototype ofthe video game test system 102 that communication between the controller118 and the timer system 120 required 3.8 ms. The value of 3.8 ms was adeterministic measurement of the communication between the controller118 and the timer system 120. Thus, in this particular example, thelatency time measurement may be reduced by 3.8 ms. The communicationtime between the decoder 116 and the controller 118 in the prototype wasnegligible. However, in embodiments where the communication time betweenthe decoder 116 and the controller 118 is determined to benon-negligible, the latency time measurement may be adjusted by thedetermined communication time.

Because, in certain embodiments, the video game test system 102 isimplemented using one or more application specific hardware devices thatare directly connected via pins and or short wires, the amount oflatency between the hardware elements of the video game test system 102may be both deterministic and substantially invariable compared to theuse of generic computing hardware. Accordingly, the measurement oflatency for a particular instruction in a particular implementation ofthe video game 112 may be repeatable may provide substantially identicalresults among multiple test iterations. In certain embodiments,operations associated with the block 318 may be optional or omitted.

At block 320, the timer system 120 filters latency noise from theadjusted latency time measurement. Latency noise may include latency ordelays that are unrelated to or not specific to the particular code,resources or assets of the video game 112. In other words, latency noisemay be noise that is unrelated to the code created by the programmer orthe various animations that may be generated by the graphic artists indeveloping video game 112. For example, latency noise may includelatency introduced by the configuration of the user computing system 110itself or by a coding engine used to develop the video game 112. Forinstance, some user computing systems may be configured designed to onlydisplay a new frame every 60^(th) of a second. However, in some cases,the video game 112 may be able to generate a new frame at a faster ratethan once every 60^(th) of a second. In such cases, although a frame maybe ready for output, the output may be stalled until the user computingsystem 110 is ready to output another frame. This delay between when aframe is ready for output and when the user computing system 110 canoutput the frame may be measured and subtracted at the block 320 fromthe latency time measurement determined at the block 316 or from theadjusted latency time measurement of block 318. In certain embodiments,the delay between when the frame is ready for output and when the usercomputing system 110 is ready to output the frame may be intentional toprevent screen tearing and may be referred to as verticalsynchronization or Vsync.

In some cases, because different types of user computing systems 110 mayintroduce different latency noise, a developer of the video game 112 mayperform latency testing using embodiments disclosed herein on differenttypes further, in certain embodiments, the developer of the video game112 may make or program different versions of the video game 112 forexecution on different types of user computing systems 110. For example,inherent differences between the PlayStation® game system and the Xbox®game system may result in an identical instruction provided to the videogame 112 under an identical state being executed with a differentlatency. In certain embodiments, operations associated with the block320 may be optional or omitted.

At block 322, the backend test system 106 outputs the filtered adjustedlatency time measurement as a latency or a measure of time betweenreceipt of an instruction at the user computing system 110 and theoccurrence of a particular event at the video game 112. This output maybe displayed on a screen, such as a display of the test server 124.Alternatively, or in addition, the output may be stored at a repository,which may later be accessed by a user or an automated testing system. Insome embodiments, a user, such as a developer, may modify codeassociated with the video game 112 based on the latency time measurementoutput at the block 322. In certain embodiments, an automated testing ordevelopment system may automatically adjust the code or parameters ofthe video game 112 based on the latency time measurement to obtain aparticular target time measurement. In certain embodiments, such as whentesting computing systems used in a video game competition (for examplein an esports competition), a user may modify the configuration of theuser computing system 110 based at least in part on the output of thelatency time measurement at the block 322.

In some embodiments, the front-end test system 104 may determine asubsequent instruction to load and/or communicate to the use computingsystem executing the video game under test based at least in part on thefiltered adjusted latency time measurement determined at the block 320.This subsequent instruction may be a repeat of the same instructionpreviously communicated at the block 304, or may be a differentinstruction.

Further, in some embodiments, a determination of the instruction toload, or when to provide the instruction to the user computing systemmay be made based at least in part on embedded data included in thesubset of pixels. Advantageously, in certain embodiments, automatedtesting can be performed that includes determining particularinstructions to provide and a timing of when to provide the instructionsbased on a detection of a particular state of the video game under test.This particular state of the video game under test may be communicatedto the front-end test system 104 be the data embedded in the subset ofpixels.

In some embodiments, a measure of efficiency of the code of the videogame can be determined based at least in part on the measured latency ofone or more instructions provided at the block 304. Further, efficiencyat different points within the video game can be compared by measuringthe latency of commands performed during different states of the videogame. In addition, the latency of commands performed for differentversions of the video game can be compared to determine a relativeefficiency between different versions of the video game that may operateon different types of computing systems and/or on the same type ofcomputing system, but with changes in the code of the video game 112.

Although this disclosure primarily relates to using visual output totest the video game 112, in certain embodiments audio output may beused. For example, the video game 112 may play particular sound when anevent occurs. The sound may be captured by the backend test system 106indicate that a timer should cease and no latency measures should bedetermined.

Example Output Frame with Embedded Data

FIG. 4 illustrates an example output frame 400 including embedded datain accordance with certain embodiments. The output frame 400 may be oneframe of an animation that is output by a video game 112. This animationmay be part of a video or non-interactive animation being played or maybe part of an interactive scene that changes in response to inputs froma user. A portion of the output frame 400 may be configured to includeembedded data that has been inserted into the frame 400 by an API, SDK,or library used during the development of the video game 112. Thisportion of the output frame may be a particular set of pixels designatedto have certain colors or opaqueness values that correspond toinformation that the developer wants to obtain from the video game 112.This information may be the occurrence or triggering of an event withinthe video game 112. This portion of the frame 400 may be referred to asthe payload 402 and the embedded information may be referred to as thepayload data.

In certain embodiments, different colors or opaqueness values mayindicate different information or the occurrence of different eventswithin the video game 112. Similarly, different pixels within thepayload 402 may be associated with different events being monitored. Itshould be understood that the payload 402 of the frame 400 is the mediumof communication that identifies the event that has been triggered by,for example, a received command. However, the event may or may not bethe occurrence of the animation or frame of the animation itself. Forexample, the event may be the setting of a particular state within thevideo game 112 that may not be visible to a user, such as the adding ofan item to a character's inventory. Although a user may access theinventory to see the item, the inventory may not necessarily bedisplayed at the time that the item is added to the inventory. A testermay want to determine how quickly the item is added to the user'sinventory when the user interacts with the item to pick it up. Asanother example, the event may be the playing of a sound or the shootingof an enemy that is not visible at a particular point in time when theprojectile hits the enemy.

FIG. 5 illustrates an expanded view of a portion of the example outputframe of FIG. 4 in accordance with certain embodiments. The line 502 mayindicate the occurrence of an event in the video game 112. Comparing theline 502 to the line 504, it can be seen that the embedded data may beof different colors and may be spread across a different number ofpixels. Each of the line 502 and 504 may be associated with a differentevent being monitored. In some embodiments, the embedded data is a stoptag or includes data identifying that a stop condition has occurred. Thegap 506 between the line 502 and 504 may correspond to events that havenot yet occurred or triggered and thus, no embedded data is included inthe gap 506.

Although the pixels that include the embedded data are visible in FIGS.4 and 5, it should be understood that the pixels that include theembedded data may in some cases not be visible. For example, the pixelsmay be few enough in number to not be visible to an observer. As anotherexample, the pixels with the embedded data may blend into the animationframe being displayed.

Overview of Computing System

FIG. 6 illustrates an embodiment of a user computing system 110, whichmay also be referred to as a gaming system. As illustrated, the usercomputing system 110 may be a single computing device that can include anumber of elements. However, in some cases, the user computing system110 may include multiple devices. For example, the user computing system110 may include one device that includes that includes a centralprocessing unit and a graphics processing unit, another device thatincludes a display, and another device that includes an input mechanism,such as a keyboard or mouse.

The user computing system 110 can be an embodiment of a computing systemthat can execute a game system. In the non-limiting example of FIG. 6,the user computing system 110 is a touch-capable computing devicecapable of receiving input from a user via a touchscreen display 602.However, the user computing system 110 is not limited as such and mayinclude non-touch capable embodiments, which do not include atouchscreen display 602.

The user computing system 110 includes a touchscreen display 602 and atouchscreen interface 604, and is configured to execute a gameapplication 610. This game application may be the video game 112 or anapplication that executes in conjunction with or in support of the videogame 112, such as a video game execution environment. Although describedas a game application 610, in some embodiments the application 610 maybe another type of application that may have a variable execution statebased at least in part on the preferences or capabilities of a user,such as educational software. While user computing system 110 includesthe touchscreen display 602, it is recognized that a variety of inputdevices may be used in addition to or in place of the touchscreendisplay 602.

The user computing system 110 can include one or more processors, suchas central processing units (CPUs), graphics processing units (GPUs),and accelerated processing units (APUs). Further, the user computingsystem 110 may include one or more data storage elements. In someembodiments, the user computing system 110 can be a specializedcomputing device created for the purpose of executing game applications610. For example, the user computing system 110 may be a video gameconsole. The game applications 610 executed by the user computing system110 may be created using a particular application programming interface(API) or compiled into a particular instruction set that may be specificto the user computing system 110. In some embodiments, the usercomputing system 110 may be a general purpose computing device capableof executing game applications 610 and non-game applications. Forexample, the user computing system 110 may be a laptop with anintegrated touchscreen display or desktop computer with an externaltouchscreen display. Components of an example embodiment of a usercomputing system 110 are described in more detail with respect to FIG.7.

The touchscreen display 602 can be a capacitive touchscreen, a resistivetouchscreen, a surface acoustic wave touchscreen, or other type oftouchscreen technology that is configured to receive tactile inputs,also referred to as touch inputs, from a user. For example, the touchinputs can be received via a finger touching the screen, multiplefingers touching the screen, a stylus, or other stimuli that can be usedto register a touch input on the touchscreen display 602. Thetouchscreen interface 604 can be configured to translate the touch inputinto data and output the data such that it can be interpreted bycomponents of the user computing system 110, such as an operating systemand the game application 610. The touchscreen interface 604 cantranslate characteristics of the tactile touch input touch into touchinput data. Some example characteristics of a touch input can include,shape, size, pressure, location, direction, momentum, duration, and/orother characteristics. The touchscreen interface 604 can be configuredto determine the type of touch input, such as, for example a tap (forexample, touch and release at a single location) or a swipe (forexample, movement through a plurality of locations on touchscreen in asingle touch input). The touchscreen interface 604 can be configured todetect and output touch input data associated with multiple touch inputsoccurring simultaneously or substantially in parallel. In some cases,the simultaneous touch inputs may include instances where a usermaintains a first touch on the touchscreen display 602 whilesubsequently performing a second touch on the touchscreen display 602.The touchscreen interface 604 can be configured to detect movement ofthe touch inputs. The touch input data can be transmitted to componentsof the user computing system 110 for processing. For example, the touchinput data can be transmitted directly to the game application 610 forprocessing.

In some embodiments, the touch input data can undergo processing and/orfiltering by the touchscreen interface 604, an operating system, orother components prior to being output to the game application 610. Asone example, raw touch input data can be captured from a touch input.The raw data can be filtered to remove background noise, pressure valuesassociated with the input can be measured, and location coordinatesassociated with the touch input can be calculated. The type of touchinput data provided to the game application 610 can be dependent uponthe specific implementation of the touchscreen interface 604 and theparticular API associated with the touchscreen interface 604. In someembodiments, the touch input data can include location coordinates ofthe touch input. The touch signal data can be output at a definedfrequency. Processing the touch inputs can be computed many times persecond and the touch input data can be output to the game applicationfor further processing.

A game application 610 can be configured to be executed on the usercomputing system 110. The game application 610 may also be referred toas a video game, a game, game code and/or a game program. A gameapplication should be understood to include software code that a usercomputing system 110 can use to provide a game for a user to play. Agame application 610 might comprise software code that informs a usercomputing system 110 of processor instructions to execute, but mightalso include data used in the playing of the game, such as data relatingto constants, images and other data structures. For example, in theillustrated embodiment, the game application includes a game engine 612,game data 614, and game state information 616.

The touchscreen interface 604 or another component of the user computingsystem 110, such as the operating system, can provide user input, suchas touch inputs, to the game application 610. In some embodiments, theuser computing system 110 may include alternative or additional userinput devices, such as a mouse, a keyboard, a camera, a game controller,and the like. A user can interact with the game application 610 via thetouchscreen interface 604 and/or one or more of the alternative oradditional user input devices. The game engine 612 can be configured toexecute aspects of the operation of the game application 610 within theuser computing system 110. Execution of aspects of gameplay within agame application can be based, at least in part, on the user inputreceived, the game data 614, and game state information 616. The gamedata 614 can include game rules, prerecorded motion capture poses/paths,environmental settings, constraints, animation reference curves,skeleton models, and/or other game application information. Further, thegame data 614 may include information that is used to set or adjust thedifficulty of the game application 610.

The game engine 612 can execute gameplay within the game according tothe game rules. Some examples of game rules can include rules forscoring, possible inputs, actions/events, movement in response toinputs, and the like. Other components can control what inputs areaccepted and how the game progresses, and other aspects of gameplay.During execution of the game application 610, the game application 610can store game state information 616, which can include characterstates, environment states, scene object storage, and/or otherinformation associated with a state of execution of the game application610. For example, the game state information 616 can identify the stateof the game application at a specific point in time, such as a characterposition, character action, game level attributes, and other informationcontributing to a state of the game application.

The game engine 612 can receive the user inputs and determine in-gameevents, such as actions, collisions, runs, throws, attacks and otherevents appropriate for the game application 610. During operation, thegame engine 612 can read in game data 614 and game state information 616in order to determine the appropriate in-game events. In one example,after the game engine 612 determines the character events, the characterevents can be conveyed to a movement engine that can determine theappropriate motions the characters should make in response to the eventsand passes those motions on to an animation engine. The animation enginecan determine new poses for the characters and provide the new poses toa skinning and rendering engine. The skinning and rendering engine, inturn, can provide character images to an object combiner in order tocombine animate, inanimate, and background objects into a full scene.The full scene can conveyed to a renderer, which can generate a newframe for display to the user. The process can be repeated for renderingeach frame during execution of the game application. Though the processhas been described in the context of a character, the process can beapplied to any process for processing events and rendering the outputfor display to a user.

Example Hardware Configuration of Computing System

FIG. 7 illustrates an embodiment of a hardware configuration for theuser computing system 110 of FIG. 6. Other variations of the usercomputing system 110 may be substituted for the examples explicitlypresented herein, such as removing or adding components to the usercomputing system 110. The user computing system 110 may include adedicated game device, a smart phone, a tablet, a personal computer, adesktop, a laptop, a smart television, a car console display, and thelike. Further, (although not explicitly illustrated in FIG. 7) asdescribed with respect to FIG. 6, the user computing system 110 mayoptionally include a touchscreen display 602 and a touchscreen interface604.

As shown, the user computing system 110 includes a processing unit 20that interacts with other components of the user computing system 110and also components external to the user computing system 110. A gamemedia reader 22 may be included that can communicate with game media 12.Game media reader 22 may be an optical disc reader capable of readingoptical discs, such as CD-ROM or DVDs, or any other type of reader thatcan receive and read data from game media 12. In some embodiments, thegame media reader 22 may be optional or omitted. For example, gamecontent or applications may be accessed over a network via the networkI/O 38 rendering the game media reader 22 and/or the game media 12optional.

The user computing system 110 may include a separate graphics processor24. In some cases, the graphics processor 24 may be built into theprocessing unit 20, such as with an APU. In some such cases, thegraphics processor 24 may share Random Access Memory (RAM) with theprocessing unit 20. Alternatively, or in addition, the user computingsystem 110 may include a discrete graphics processor 24 that is separatefrom the processing unit 20. In some such cases, the graphics processor24 may have separate RAM from the processing unit 20. Further, in somecases, the graphics processor 24 may work in conjunction with one ormore additional graphics processors and/or with an embedded ornon-discrete graphics processing unit, which may be embedded into amotherboard and which is sometimes referred to as an on-board graphicschip or device.

The user computing system 110 also includes various components forenabling input/output, such as an I/O 32, a user I/O 34, a display I/O36, and a network I/O 38. As previously described, the input/outputcomponents may, in some cases, including touch-enabled devices. The I/O32 interacts with storage element 40 and, through a device 42, removablestorage media 44 in order to provide storage for computing device 110.Processing unit 20 can communicate through I/O 32 to store data, such asgame state data and any shared data files. In addition to storage 40 andremovable storage media 44, computing device 110 is also shown includingROM (Read-Only Memory) 46 and RAM 48. RAM 48 may be used for data thatis accessed frequently, such as when a game is being played.

User I/O 34 is used to send and receive commands between processing unit20 and user devices, such as game controllers. In some embodiments, theuser I/O 34 can include touchscreen inputs. As previously described, thetouchscreen can be a capacitive touchscreen, a resistive touchscreen, orother type of touchscreen technology that is configured to receive userinput through tactile inputs from the user. Display I/O 36 providesinput/output functions that are used to display images from the gamebeing played. Network I/O 38 is used for input/output functions for anetwork. Network I/O 38 may be used during execution of a game, such aswhen a game is being played online or being accessed online.

Display output signals may be produced by the display I/O 36 and caninclude signals for displaying visual content produced by the computingdevice 110 on a display device, such as graphics, user interfaces,video, and/or other visual content. The user computing system 110 maycomprise one or more integrated displays configured to receive displayoutput signals produced by the display I/O 36, which may be output fordisplay to a user. According to some embodiments, display output signalsproduced by the display I/O 36 may also be output to one or more displaydevices external to the computing device 110.

The user computing system 110 can also include other features that maybe used with a game, such as a clock 50, flash memory 52, and othercomponents. An audio/video player 56 might also be used to play a videosequence, such as a movie. It should be understood that other componentsmay be provided in the user computing system 110 and that a personskilled in the art will appreciate other variations of the usercomputing system 110.

Program code can be stored in ROM 46, RAM 48, or storage 40 (which mightcomprise hard disk, other magnetic storage, optical storage, solid statedrives, and/or other non-volatile storage, or a combination or variationof these). At least part of the program code can be stored in ROM thatis programmable (ROM, PROM, EPROM, EEPROM, and so forth), in storage 40,and/or on removable media such as game media 12 (which can be a CD-ROM,cartridge, memory chip or the like, or obtained over a network or otherelectronic channel as needed). In general, program code can be foundembodied in a tangible non-transitory signal-bearing medium.

Random access memory (RAM) 48 (and possibly other storage) is usable tostore variables and other game and processor data as needed. RAM is usedand holds data that is generated during the play of the game andportions thereof might also be reserved for frame buffers, game stateand/or other data needed or usable for interpreting user input andgenerating game displays. Generally, RAM 48 is volatile storage and datastored within RAM 48 may be lost when the user computing system 110 isturned off or loses power.

As user computing system 110 reads game media 12 and provides a game,information may be read from game media 12 and stored in a memorydevice, such as RAM 48. Additionally, data from storage 40, ROM 46,servers accessed via a network (not shown), or removable storage media46 may be read and loaded into RAM 48. Although data is described asbeing found in RAM 48, it will be understood that data does not have tobe stored in RAM 48 and may be stored in other memory accessible toprocessing unit 20 or distributed among several media, such as gamemedia 12 and storage 40.

Example Embodiments

Embodiments of the present disclosure can be described in view of thefollowing clauses:

Clause 1. A video game test system configured to test an event latencyduring execution of a video game, the video game test system comprising:

-   -   a front-end system configured to:        -   access a first command that emulates an interaction by a            user with a user interface device of a user computing            system; and        -   provide the first command to the user computing system to            interact with a video game hosted by the user computing            system, wherein providing the first command to the user            computing system triggers a timer; and    -   a back-end system configured to:        -   receive one or more output signals from the user computing            system;        -   convert the one or more output signals to a set of pixels,            the set of pixels corresponding to a frame output for            display by the user computing system;        -   identify a presence of a stop condition embedded in the set            of pixels; and        -   determine an event latency of an event based at least in            part on a first time when the timer is triggered and a            second time associated with identification of the presence            of the stop condition, wherein the event is triggered at            least in part by execution of the first command.

Clause 2. The video game test system of clause 1, wherein the front-endsystem comprises a non-volatile storage configured to store one or morecommand sequences corresponding to one or more interaction sequenceswith the user interface device, at least one of the one or more commandsequences including the first command.

Clause 3. The video game test system of clause 1, wherein the front-endsystem comprises a storage configured to store the first command and auser interface circuit configured to provide the first command to theuser computing system, and wherein the storage is collocated with theuser interface circuit reducing input latency associated with simulatinguser input to the user computing system.

Clause 4. The video game test system of clause 1, wherein the front-endsystem is further configured to trigger the timer substantially inparallel with providing the first command to the user computing system.

Clause 5. The video game test system of clause 1, wherein the front-endsystem is further configured to trigger a second timer when providing asecond command to the user computing system.

Clause 6. The video game test system of clause 1, wherein the front-endsystem comprises a user interface circuit configured to emulate theinteraction by the user with the user interface by providing the firstcommand to the user computing system via an interface port of the usercomputing system.

Clause 7. The video game test system of clause 1, wherein the back-endsystem comprises the timer.

Clause 8. The video game test system of clause 1, wherein the back-endsystem is further configured to identify the stop condition by:

-   -   filtering a subset of pixels from the set of pixels, the subset        of pixels configured to store embedded data;    -   decoding the subset of pixels to obtain the embedded data; and        -   determining whether the embedded data includes the stop            condition.

Clause 9. The video game test system of clause 1, wherein the back-endsystem comprises a controller configured to provide a subset of pixelsfrom the set of pixels to the timer.

Clause 10. The video game test system of clause 9, wherein the back-endsystem is further configured to determine the event latency of the eventbased at least in part on the first time, the second time, and acommunication delay between the controller and the timer.

Clause 11. The video game test system of clause 1, wherein the front-endsystem comprises one or more integrated circuits and the back-end systemcomprises one or more integrated circuit that are separate from thefront-end system.

Clause 12. The video game test system of clause 1, wherein the eventcomprises at least one of: output of an animation, output of a framewithin the animation, output of a sound, a change in state of the videogame, or a change in state of an element of the video game.

Clause 13. The video game test system of clause 1, wherein the front-endsystem is configured to modify a test of the video game based at leastin part on the event latency of the event.

Clause 14. A method of testing an event latency during execution of avideo game, the method comprising:

-   -   as implemented by a video game test system implemented in        hardware,        -   receiving a trigger to test an event latency of an event            within a video game, wherein the event latency comprises an            amount of time between interaction with a user interface            device of a user computing system hosting the video game and            an occurrence of the event;        -   responsive to receiving the trigger, accessing a first            command from a command sequence storage, the first command            emulating the interaction by a user with the user interface            device;        -   providing the first command to the user computing system via            an interface of the user computing system configured to            communicate with the user interface device, wherein the            video game test system interfaces with the user computing            system as a substitute for the user interface device;        -   receiving a set of output signals from an output port of the            user computing system;        -   converting the set of output signals to a set of pixels;        -   identifying a stop flag embedded in the set of pixels; and        -   responsive to identifying the stop flag, determining the            event latency of the event based at least in part on a first            time associated with providing the first command and a            second time associated with identifying the stop flag.

Clause 15. The method of clause 14, wherein determining the eventlatency further comprises modifying a determined latency by acommunication overhead time associated with communication betweenelements of the video game test system.

Clause 16. The method of clause 14, wherein determining the eventlatency further comprises modifying a determined latency by a verticalsynchronization latency associated with the user computing system.

Clause 17. The method of clause 14, further comprising filtering the setof pixels to obtain a subset of pixels comprising embedded data, whereinidentifying the stop flag embedded in the set of pixels comprisesextracting data embedded in the subset of pixels and determining whetherthe extracted data includes the stop flag.

Clause 18. The method of clause 14, further comprising outputting theevent latency for presentation to a user on a user interface.

Clause 19. The method of clause 14, further comprising selecting asecond command to provide to the user computing system based at least inpart on the event latency.

Clause 20. A video game test system configured to test command executionlatency during execution of a video game, the video game test systemcomprising:

-   -   storage configured to store one or more commands that emulate        interaction by a user with a user interface device of a user        computing system; and    -   processing circuitry configured to:        -   access a command from the storage;        -   provide the command to the user computing system to interact            with a video game hosted by the user computing system;        -   initiate a timer at a first time when providing the command            to the user computing system;        -   obtain a set of output signals from the user computing            system, the output signals associated with a frame output            for display on a display;        -   convert the output signals to a set of pixels;        -   process the set of pixels to obtain embedded data included            in a subset of the set of pixels;        -   stop the timer at a second time when it is determined that            the embedded data includes a stop condition; and        -   determine a command execution latency associated with the            command based at least in part on the first time and the            second time.

Additional embodiments of the present disclosure can be described inview of the following clauses:

Clause 1. An application test system configured to test code efficiencyof an application, the application test system comprising:

-   -   a hardware processor configured to:        -   provide a user command to a computing system hosting an            application, the user command simulating user interaction            with the application at the computing system;        -   initiate a timer in parallel with providing the user command            to the computing system, wherein there is less than a            threshold time difference between when the timer is            initiated and the user command is provided to the computing            system;        -   capture output from the computing system that is output via            a display port of the computing system;        -   determine whether the output includes embedded data            associated with a stop event; and        -   upon determining that the output includes the embedded data            associated with the stop event, determine a command latency            value based on the timer.

Clause 2. The application test system of clause 1, wherein the timermeasures a passage of time.

Clause 3. The application test system of clause 1, wherein the timermeasures a number of events occurring between initiation of the timerand detection of the stop event.

Clause 4. The application test system of clause 3, wherein the eventscomprise frames output on a display.

Clause 5. The application test system of clause 1, wherein capturing theoutput from the computing system does not prevent the output from beingprovided to a display via the display port.

Clause 6. The application test system of clause 1, wherein the stopevent comprises an event performed by the application in response to theuser command.

Clause 7. The application test system of clause 1, wherein theapplication comprises a video game.

Clause 8. The application test system of clause 1, wherein the hardwareprocessor is further configured to determine whether the output includesembedded data associated with the stop event by:

-   -   converting the output to a set of pixels of an animation frame;    -   decoding at least a portion of the set of pixels to obtain a        decoded subset of pixels; and    -   determining whether the decoded subset of pixels includes the        embedded data associated with the stop event.

Clause 9. The application test system of clause 1, wherein the commandlatency value comprises a measure of time between an event trigger andan occurrence of a corresponding event, wherein the event triggercomprises providing the user command to the computing system.

Clause 10. The application test system of clause 1, wherein the hardwareprocessor is further configured to select a second user command toprovide to the computing system based at least in part on the commandlatency value.

Clause 11. A method of testing code efficiency of an application, themethod comprising:

-   -   as implemented by an application test system configured with        specific computer-executable instructions,        -   providing a user command to a computing system hosting an            application, the user command simulating user interaction            with the application at the computing system;        -   initiating a counter substantially in parallel with            providing the user command to the computing system;        -   capturing output from the computing system that is output            via an output port of the computing system;        -   determining whether the output includes data associated with            a target event; and        -   upon determining that the output includes the data            associated with the target event, determining a command            latency based on a value of the counter.

Clause 12. The method of clause 11, wherein the counter counts an amountof time that has elapsed between initiation of the counter anddetermination that the output includes the data associated with thetarget event.

Clause 13. The method of clause 11, wherein the counter counts a numberof events that have occurred or frames that have been output betweeninitiation of the counter and determination that the output includes thedata associated with the target event.

Clause 14. The method of clause 11, wherein the target event comprisesan event performed by the application in response to the user commandand a state of the application.

Clause 15. The method of clause 11, wherein determining whether theoutput includes data associated with a target event comprises:

-   -   converting the output to a set of pixels of an image;    -   decoding at least a portion of the set of pixels to obtain a        decoded subset of pixels; and    -   determining whether the decoded subset of pixels includes the        data associated with the target event.

Clause 16. The method of clause 15, wherein the data associated with thetarget event is inserted into the image as a substitute for pixel dataof the image by test code inserted into the application.

Clause 17. The method of clause 11, further comprising selecting asecond user command to provide to the computing system based at least inpart on the command latency.

Clause 18. A non-transitory computer-readable storage medium storingcomputer executable instructions that, when executed by one or morecomputing devices, configure the one or more computing devices toperform operations comprising:

-   -   providing a user command to a computing system hosting an        application, the user command simulating user interaction with        the application at the computing system;    -   initiating a counter substantially in parallel with providing        the user command to the computing system;    -   capturing output from the computing system that is output via an        output port of the computing system;    -   determining that the output includes data associated with a        target event; and    -   responsive to determining that the output includes the data        associated with the target event, determining a command latency        based on a value of the counter.

Clause 19. The computer-readable, non-transitory storage medium ofclause 18, wherein determining that the output includes data associatedwith a target event comprises:

-   -   converting the output to a set of pixels of an image;    -   decoding at least a portion of the set of pixels to obtain a        decoded set of pixels; and    -   determining that the decoded set of pixels includes the data        associated with the target event.

Clause 20. The computer-readable, non-transitory storage medium ofclause 18, wherein the operation further comprise selecting an automatedtest to perform with respect to the application based at least in parton the command latency.

Additional Embodiments

It is to be understood that not necessarily all objects or advantagesmay be achieved in accordance with any particular embodiment describedherein. Thus, for example, those skilled in the art will recognize thatcertain embodiments may be configured to operate in a manner thatachieves or optimizes one advantage or group of advantages as taughtherein without necessarily achieving other objects or advantages as maybe taught or suggested herein.

All of the processes described herein may be embodied in, and fullyautomated via, software code modules executed by a computing system thatincludes one or more computers or processors. The code modules may bestored in any type of non-transitory computer-readable medium or othercomputer storage device. Some or all the methods may be embodied inspecialized computer hardware.

Many other variations than those described herein will be apparent fromthis disclosure. For example, depending on the embodiment, certain acts,events, or functions of any of the algorithms described herein can beperformed in a different sequence, can be added, merged, or left outaltogether (for example, not all described acts or events are necessaryfor the practice of the algorithms). Moreover, in certain embodiments,acts or events can be performed concurrently, for example, throughmulti-threaded processing, interrupt processing, or multiple processorsor processor cores or on other parallel architectures, rather thansequentially. In addition, different tasks or processes can be performedby different machines and/or computing systems that can functiontogether.

The various illustrative logical blocks and modules described inconnection with the embodiments disclosed herein can be implemented orperformed by a machine, such as a processing unit or processor, adigital signal processor (DSP), an application specific integratedcircuit (ASIC), a field programmable gate array (FPGA) or otherprogrammable logic device, discrete gate or transistor logic, discretehardware components, or any combination thereof designed to perform thefunctions described herein. A processor can be a microprocessor, but inthe alternative, the processor can be a controller, microcontroller, orstate machine, combinations of the same, or the like. A processor caninclude electrical circuitry configured to process computer-executableinstructions. In another embodiment, a processor includes an FPGA orother programmable device that performs logic operations withoutprocessing computer-executable instructions. A processor can also beimplemented as a combination of computing devices, for example, acombination of a DSP and a microprocessor, a plurality ofmicroprocessors, one or more microprocessors in conjunction with a DSPcore, or any other such configuration. Although described hereinprimarily with respect to digital technology, a processor may alsoinclude primarily analog components. A computing environment can includeany type of computer system, including, but not limited to, a computersystem based on a microprocessor, a mainframe computer, a digital signalprocessor, a portable computing device, a device controller, or acomputational engine within an appliance, to name a few.

Conditional language such as, among others, “can,” “could,” “might” or“may,” unless specifically stated otherwise, are otherwise understoodwithin the context as used in general to convey that certain embodimentsinclude, while other embodiments do not include, certain features,elements and/or steps. Thus, such conditional language is not generallyintended to imply that features, elements and/or steps are in any wayrequired for one or more embodiments or that one or more embodimentsnecessarily include logic for deciding, with or without user input orprompting, whether these features, elements and/or steps are included orare to be performed in any particular embodiment.

Disjunctive language such as the phrase “at least one of X, Y, or Z,”unless specifically stated otherwise, is otherwise understood with thecontext as used in general to present that an item, term, etc., may beeither X, Y, or Z, or any combination thereof (for example, X, Y, and/orZ). Thus, such disjunctive language is not generally intended to, andshould not, imply that certain embodiments require at least one of X, atleast one of Y, or at least one of Z to each be present.

Any process descriptions, elements or blocks in the flow diagramsdescribed herein and/or depicted in the attached figures should beunderstood as potentially representing modules, segments, or portions ofcode which include one or more executable instructions for implementingspecific logical functions or elements in the process. Alternateimplementations are included within the scope of the embodimentsdescribed herein in which elements or functions may be deleted, executedout of order from that shown, or discussed, including substantiallyconcurrently or in reverse order, depending on the functionalityinvolved as would be understood by those skilled in the art.

Unless otherwise explicitly stated, articles such as “a” or “an” shouldgenerally be interpreted to include one or more described items.Accordingly, phrases such as “a device configured to” are intended toinclude one or more recited devices. Such one or more recited devicescan also be collectively configured to carry out the stated recitations.For example, “a processor configured to carry out recitations A, B andC” can include a first processor configured to carry out recitation Aworking in conjunction with a second processor configured to carry outrecitations B and C.

It should be emphasized that many variations and modifications may bemade to the above-described embodiments, the elements of which are to beunderstood as being among other acceptable examples. All suchmodifications and variations are intended to be included herein withinthe scope of this disclosure.

What is claimed is:
 1. A video game test system configured to test anevent latency during execution of a video game, the video game testsystem comprising: a front-end system configured to: access a firstcommand that emulates an interaction by a user with a user interfacedevice of a user computing system; and provide the first command to theuser computing system to interact with a video game hosted by the usercomputing system, wherein providing the first command to the usercomputing system triggers a timer; and a back-end system configured to:receive one or more output signals from the user computing system;convert the one or more output signals to a set of pixels, the set ofpixels corresponding to a frame output for display by the user computingsystem; identify a presence of a stop condition embedded in the set ofpixels; and determine an event latency of an event based at least inpart on a first time when the timer is triggered and a second timeassociated with identification of the presence of the stop condition,wherein the event is triggered at least in part by execution of thefirst command, and wherein the back-end system is further configured toidentify the stop condition by: filtering a subset of pixels from theset of pixels, the subset of pixels configured to store embedded data;decoding the subset of pixels to obtain the embedded data; anddetermining whether the embedded data includes the stop condition. 2.The video game test system of claim 1, wherein the front-end systemcomprises a non-volatile storage configured to store one or more commandsequences corresponding to one or more interaction sequences with theuser interface device, at least one of the one or more command sequencesincluding the first command.
 3. The video game test system of claim 1,wherein the front-end system comprises a storage configured to store thefirst command and a user interface circuit configured to provide thefirst command to the user computing system, and wherein the storage iscollocated with the user interface circuit reducing input latencyassociated with simulating user input to the user computing system. 4.The video game test system of claim 1, wherein the front-end system isfurther configured to trigger the timer in parallel with providing thefirst command to the user computing system.
 5. The video game testsystem of claim 1, wherein the front-end system is further configured totrigger a second timer when providing a second command to the usercomputing system.
 6. The video game test system of claim 1, wherein thefront-end system comprises a user interface circuit configured toemulate the interaction by the user with the user interface by providingthe first command to the user computing system via an interface port ofthe user computing system.
 7. The video game test system of claim 1,wherein the back-end system comprises the timer.
 8. The video game testsystem of claim 1, wherein the back-end system comprises a controllerconfigured to provide a subset of pixels from the set of pixels to thetimer.
 9. The video game test system of claim 8, wherein the back-endsystem is further configured to determine the event latency of the eventbased at least in part on the first time, the second time, and acommunication delay between the controller and the timer.
 10. The videogame test system of claim 1, wherein the front-end system comprises oneor more integrated circuits and the back-end system comprises one ormore integrated circuit that are separate from the front-end system. 11.The video game test system of claim 1, wherein the event comprises atleast one of: output of an animation, output of a frame within theanimation, output of a sound, a change in state of the video game, or achange in state of an element of the video game.
 12. The video game testsystem of claim 1, wherein the front-end system is configured to modifya test of the video game based at least in part on the event latency ofthe event.
 13. A method of testing an event latency during execution ofa video game, the method comprising: as implemented by a video game testsystem implemented in hardware, receiving a trigger to test an eventlatency of an event within a video game, wherein the event latencycomprises an amount of time between interaction with a user interfacedevice of a user computing system hosting the video game and anoccurrence of the event; responsive to receiving the trigger, accessinga first command from a command sequence storage, the first commandemulating the interaction by a user with the user interface device;providing the first command to the user computing system via aninterface of the user computing system configured to communicate withthe user interface device, wherein the video game test system interfaceswith the user computing system as a substitute for the user interfacedevice; receiving a set of output signals from an output port of theuser computing system; converting the set of output signals to a set ofpixels; identifying a stop flag embedded in the set of pixels; andresponsive to identifying the stop flag, determining the event latencyof the event based at least in part on a first time associated withproviding the first command and a second time associated withidentifying the stop flag, wherein determining the event latency furthercomprises modifying a determined latency by a communication overheadtime associated with communication between elements of the video gametest system.
 14. The method of claim 13, wherein determining the eventlatency further comprises modifying a determined latency by a verticalsynchronization latency associated with the user computing system. 15.The method of claim 13, further comprising filtering the set of pixelsto obtain a subset of pixels comprising embedded data, whereinidentifying the stop flag embedded in the set of pixels comprisesextracting data embedded in the subset of pixels and determining whetherthe extracted data includes the stop flag.
 16. The method of claim 13,further comprising outputting the event latency for presentation to auser on a user interface.
 17. The method of claim 13, further comprisingselecting a second command to provide to the user computing system basedat least in part on the event latency.
 18. A video game test systemconfigured to test command execution latency during execution of a videogame, the video game test system comprising: storage configured to storeone or more commands that emulate interaction by a user with a userinterface device of a user computing system; and processing circuitryconfigured to: access a command from the storage; provide the command tothe user computing system to interact with a video game hosted by theuser computing system; initiate a timer at a first time when providingthe command to the user computing system; obtain a set of output signalsfrom the user computing system, the output signals associated with aframe output for display on a display; convert the output signals to aset of pixels; process the set of pixels to obtain embedded dataincluded in a subset of the set of pixels; stop the timer at a secondtime when it is determined that the embedded data includes a stopcondition; and determine a command execution latency associated with thecommand based at least in part on the first time and the second timewherein the processing circuitry is further configured to determine thecommand execution latency by modifying a determined latency by avertical synchronization latency associated with the user computingsystem.
 19. The video game test system of claim 18, wherein theprocessing circuitry is further configured to determine the commandexecution latency by modifying the determined latency by a communicationoverhead time associated with communication between elements of thevideo game test system.
 20. The video game test system of claim 18,wherein the processing circuitry is distributed between a front-endsystem configured to at least access the command from the storage and aback-end system configured to at least determine the command executionlatency associated with the command.